#include "Character.h" #include "User.h" #include "Database.h" #include "GeneralUtils.h" #include "dLogger.h" #include "BitStream.h" #include "Game.h" #include #include "Entity.h" #include "EntityManager.h" #include "GameMessages.h" #include "MissionComponent.h" #include "dZoneManager.h" #include "dServer.h" #include "Zone.h" #include "ChatPackets.h" #include "Inventory.h" #include "InventoryComponent.h" #include "eMissionTaskType.h" #include "eMissionState.h" #include "eObjectBits.h" #include "eGameMasterLevel.h" #include "ePlayerFlag.h" Character::Character(uint32_t id, User* parentUser) { //First load the name, etc: m_ID = id; sql::PreparedStatement* stmt = Database::CreatePreppedStmt( "SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;" ); stmt->setInt64(1, id); sql::ResultSet* res = stmt->executeQuery(); while (res->next()) { m_Name = res->getString(1).c_str(); m_UnapprovedName = res->getString(2).c_str(); m_NameRejected = res->getBoolean(3); m_PropertyCloneID = res->getUInt(4); m_PermissionMap = static_cast(res->getUInt64(5)); } delete res; delete stmt; //Load the xmlData now: sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt( "SELECT xml_data FROM charxml WHERE id=? LIMIT 1;" ); xmlStmt->setInt64(1, id); sql::ResultSet* xmlRes = xmlStmt->executeQuery(); while (xmlRes->next()) { m_XMLData = xmlRes->getString(1).c_str(); } delete xmlRes; delete xmlStmt; m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing. m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused. m_ZoneCloneID = 0; m_Doc = nullptr; //Quickly and dirtly parse the xmlData to get the info we need: DoQuickXMLDataParse(); //Set our objectID: m_ObjectID = m_ID; GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER); GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT); m_ParentUser = parentUser; m_OurEntity = nullptr; m_BuildMode = false; } Character::~Character() { delete m_Doc; m_Doc = nullptr; } void Character::UpdateFromDatabase() { sql::PreparedStatement* stmt = Database::CreatePreppedStmt( "SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;" ); stmt->setInt64(1, m_ID); sql::ResultSet* res = stmt->executeQuery(); while (res->next()) { m_Name = res->getString(1).c_str(); m_UnapprovedName = res->getString(2).c_str(); m_NameRejected = res->getBoolean(3); m_PropertyCloneID = res->getUInt(4); m_PermissionMap = static_cast(res->getUInt64(5)); } delete res; delete stmt; //Load the xmlData now: sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt( "SELECT xml_data FROM charxml WHERE id=? LIMIT 1;" ); xmlStmt->setInt64(1, m_ID); sql::ResultSet* xmlRes = xmlStmt->executeQuery(); while (xmlRes->next()) { m_XMLData = xmlRes->getString(1).c_str(); } delete xmlRes; delete xmlStmt; m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing. m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused. m_ZoneCloneID = 0; delete m_Doc; m_Doc = nullptr; //Quickly and dirtly parse the xmlData to get the info we need: DoQuickXMLDataParse(); //Set our objectID: m_ObjectID = m_ID; GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER); GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT); m_OurEntity = nullptr; m_BuildMode = false; } void Character::DoQuickXMLDataParse() { if (m_XMLData.size() == 0) return; delete m_Doc; m_Doc = new tinyxml2::XMLDocument(); if (!m_Doc) return; if (m_Doc->Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) { Game::logger->Log("Character", "Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID); } else { Game::logger->Log("Character", "Failed to load xmlData!"); //Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true); return; } tinyxml2::XMLElement* mf = m_Doc->FirstChildElement("obj")->FirstChildElement("mf"); if (!mf) { Game::logger->Log("Character", "Failed to find mf tag!"); return; } mf->QueryAttribute("hc", &m_HairColor); mf->QueryAttribute("hs", &m_HairStyle); mf->QueryAttribute("t", &m_ShirtColor); mf->QueryAttribute("l", &m_PantsColor); mf->QueryAttribute("lh", &m_LeftHand); mf->QueryAttribute("rh", &m_RightHand); mf->QueryAttribute("es", &m_Eyebrows); mf->QueryAttribute("ess", &m_Eyes); mf->QueryAttribute("ms", &m_Mouth); tinyxml2::XMLElement* inv = m_Doc->FirstChildElement("obj")->FirstChildElement("inv"); if (!inv) { Game::logger->Log("Character", "Char has no inv!"); return; } tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in"); if (!bag) { Game::logger->Log("Character", "Couldn't find bag0!"); return; } while (bag != nullptr) { auto* sib = bag->FirstChildElement(); while (sib != nullptr) { bool eq = false; sib->QueryAttribute("eq", &eq); LOT lot = 0; sib->QueryAttribute("l", &lot); if (eq) { if (lot != 0) m_EquippedItems.push_back(lot); } sib = sib->NextSiblingElement(); } bag = bag->NextSiblingElement(); } tinyxml2::XMLElement* character = m_Doc->FirstChildElement("obj")->FirstChildElement("char"); if (character) { character->QueryAttribute("cc", &m_Coins); int32_t gm_level = 0; character->QueryAttribute("gm", &gm_level); m_GMLevel = static_cast(gm_level); uint64_t lzidConcat = 0; if (character->FindAttribute("lzid")) { character->QueryAttribute("lzid", &lzidConcat); m_ZoneID = lzidConcat & ((1 << 16) - 1); m_ZoneInstanceID = (lzidConcat >> 16) & ((1 << 16) - 1); m_ZoneCloneID = (lzidConcat >> 32) & ((1 << 30) - 1); } //Darwin's backup if (character->FindAttribute("lwid")) { uint32_t worldID = 0; character->QueryAttribute("lwid", &worldID); m_ZoneID = worldID; } if (character->FindAttribute("lnzid")) { uint32_t lastNonInstanceZoneID = 0; character->QueryAttribute("lnzid", &lastNonInstanceZoneID); m_LastNonInstanceZoneID = lastNonInstanceZoneID; } if (character->FindAttribute("tscene")) { const char* tscene = nullptr; character->QueryStringAttribute("tscene", &tscene); m_TargetScene = std::string(tscene); } //To try and fix the AG landing into: if (m_ZoneID == 1000 && Game::server->GetZoneID() == 1100) { //sneakily insert our position: auto pos = dZoneManager::Instance()->GetZone()->GetSpawnPos(); character->SetAttribute("lzx", pos.x); character->SetAttribute("lzy", pos.y); character->SetAttribute("lzz", pos.z); } auto emotes = character->FirstChildElement("ue"); if (emotes) { auto currentChild = emotes->FirstChildElement(); while (currentChild) { int emoteID; currentChild->QueryAttribute("id", &emoteID); m_UnlockedEmotes.push_back(emoteID); currentChild = currentChild->NextSiblingElement(); } } character->QueryAttribute("lzx", &m_OriginalPosition.x); character->QueryAttribute("lzy", &m_OriginalPosition.y); character->QueryAttribute("lzz", &m_OriginalPosition.z); character->QueryAttribute("lzrx", &m_OriginalRotation.x); character->QueryAttribute("lzry", &m_OriginalRotation.y); character->QueryAttribute("lzrz", &m_OriginalRotation.z); character->QueryAttribute("lzrw", &m_OriginalRotation.w); } auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag"); if (flags) { auto* currentChild = flags->FirstChildElement(); while (currentChild) { const auto* temp = currentChild->Attribute("v"); const auto* id = currentChild->Attribute("id"); if (temp && id) { uint32_t index = 0; uint64_t value = 0; index = std::stoul(id); value = std::stoull(temp); m_PlayerFlags.insert(std::make_pair(index, value)); } currentChild = currentChild->NextSiblingElement(); } } } void Character::UnlockEmote(int emoteID) { m_UnlockedEmotes.push_back(emoteID); GameMessages::SendSetEmoteLockState(EntityManager::Instance()->GetEntity(m_ObjectID), false, emoteID); } void Character::SetBuildMode(bool buildMode) { m_BuildMode = buildMode; auto* controller = dZoneManager::Instance()->GetZoneControlObject(); controller->OnFireEventServerSide(m_OurEntity, buildMode ? "OnBuildModeEnter" : "OnBuildModeLeave"); } void Character::SaveXMLToDatabase() { if (!m_Doc) return; //For metrics, we'll record the time it took to save: auto start = std::chrono::system_clock::now(); tinyxml2::XMLElement* character = m_Doc->FirstChildElement("obj")->FirstChildElement("char"); if (character) { character->SetAttribute("gm", static_cast(m_GMLevel)); character->SetAttribute("cc", m_Coins); auto zoneInfo = dZoneManager::Instance()->GetZone()->GetZoneID(); // lzid garbage, binary concat of zoneID, zoneInstance and zoneClone if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) { uint64_t lzidConcat = zoneInfo.GetCloneID(); lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID()); lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID()); character->SetAttribute("lzid", lzidConcat); character->SetAttribute("lnzid", GetLastNonInstanceZoneID()); //Darwin's backup: character->SetAttribute("lwid", Game::server->GetZoneID()); // Set the target scene, custom attribute character->SetAttribute("tscene", m_TargetScene.c_str()); } auto emotes = character->FirstChildElement("ue"); if (!emotes) emotes = m_Doc->NewElement("ue"); emotes->DeleteChildren(); for (int emoteID : m_UnlockedEmotes) { auto emote = m_Doc->NewElement("e"); emote->SetAttribute("id", emoteID); emotes->LinkEndChild(emote); } character->LinkEndChild(emotes); } //Export our flags: auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag"); if (!flags) { flags = m_Doc->NewElement("flag"); //Create a flags tag if we don't have one m_Doc->FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time } flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes for (std::pair flag : m_PlayerFlags) { auto* f = m_Doc->NewElement("f"); f->SetAttribute("id", flag.first); //Because of the joy that is tinyxml2, it doesn't offer a function to set a uint64 as an attribute. //Only signed 64-bits ints would work. std::string v = std::to_string(flag.second); f->SetAttribute("v", v.c_str()); flags->LinkEndChild(f); } // Prevents the news feed from showing up on world transfers if (GetPlayerFlag(ePlayerFlag::IS_NEWS_SCREEN_VISIBLE)) { auto* s = m_Doc->NewElement("s"); s->SetAttribute("si", ePlayerFlag::IS_NEWS_SCREEN_VISIBLE); flags->LinkEndChild(s); } SaveXmlRespawnCheckpoints(); //Call upon the entity to update our xmlDoc: if (!m_OurEntity) { Game::logger->Log("Character", "%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str()); return; } m_OurEntity->UpdateXMLDoc(m_Doc); WriteToDatabase(); //For metrics, log the time it took to save: auto end = std::chrono::system_clock::now(); std::chrono::duration elapsed = end - start; Game::logger->Log("Character", "%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count()); } void Character::SetIsNewLogin() { // If we dont have a flag element, then we cannot have a s element as a child of flag. auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag"); if (!flags) return; auto* currentChild = flags->FirstChildElement(); while (currentChild) { if (currentChild->Attribute("si")) { flags->DeleteChild(currentChild); Game::logger->Log("Character", "Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str()); WriteToDatabase(); } currentChild = currentChild->NextSiblingElement(); } } void Character::WriteToDatabase() { //Dump our xml into m_XMLData: auto* printer = new tinyxml2::XMLPrinter(0, true, 0); m_Doc->Print(printer); m_XMLData = printer->CStr(); //Finally, save to db: sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charxml SET xml_data=? WHERE id=?"); stmt->setString(1, m_XMLData.c_str()); stmt->setUInt(2, m_ID); stmt->execute(); delete stmt; delete printer; } void Character::SetPlayerFlag(const uint32_t flagId, const bool value) { // If the flag is already set, we don't have to recalculate it if (GetPlayerFlag(flagId) == value) return; if (value) { // Update the mission component: auto* player = EntityManager::Instance()->GetEntity(m_ObjectID); if (player != nullptr) { auto* missionComponent = player->GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId); } } } // Calculate the index first auto flagIndex = uint32_t(std::floor(flagId / 64)); const auto shiftedValue = 1ULL << flagId % 64; auto it = m_PlayerFlags.find(flagIndex); // Check if flag index exists if (it != m_PlayerFlags.end()) { // Update the value if (value) { it->second |= shiftedValue; } else { it->second &= ~shiftedValue; } } else { if (value) { // Otherwise, insert the value uint64_t flagValue = 0; flagValue |= shiftedValue; m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue)); } } // Notify the client that a flag has changed server-side GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress()); } bool Character::GetPlayerFlag(const uint32_t flagId) const { // Calculate the index first const auto flagIndex = uint32_t(std::floor(flagId / 64)); const auto shiftedValue = 1ULL << flagId % 64; auto it = m_PlayerFlags.find(flagIndex); if (it != m_PlayerFlags.end()) { // Don't set the data if we don't have to return (it->second & shiftedValue) != 0; } return false; //by def, return false. } void Character::SetRetroactiveFlags() { // Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true. if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) { SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true); } } void Character::SaveXmlRespawnCheckpoints() { //Export our respawn points: auto* points = m_Doc->FirstChildElement("obj")->FirstChildElement("res"); if (!points) { points = m_Doc->NewElement("res"); m_Doc->FirstChildElement("obj")->LinkEndChild(points); } points->DeleteChildren(); for (const auto& point : m_WorldRespawnCheckpoints) { auto* r = m_Doc->NewElement("r"); r->SetAttribute("w", point.first); r->SetAttribute("x", point.second.x); r->SetAttribute("y", point.second.y); r->SetAttribute("z", point.second.z); points->LinkEndChild(r); } } void Character::LoadXmlRespawnCheckpoints() { m_WorldRespawnCheckpoints.clear(); auto* points = m_Doc->FirstChildElement("obj")->FirstChildElement("res"); if (!points) { return; } auto* r = points->FirstChildElement("r"); while (r != nullptr) { int32_t map = 0; NiPoint3 point = NiPoint3::ZERO; r->QueryAttribute("w", &map); r->QueryAttribute("x", &point.x); r->QueryAttribute("y", &point.y); r->QueryAttribute("z", &point.z); r = r->NextSiblingElement("r"); m_WorldRespawnCheckpoints[map] = point; } } void Character::OnZoneLoad() { if (m_OurEntity == nullptr) { return; } auto* missionComponent = m_OurEntity->GetComponent(); if (missionComponent != nullptr) { // Fix the monument race flag if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) { SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true); } } const auto maxGMLevel = m_ParentUser->GetMaxGMLevel(); // This does not apply to the GMs if (maxGMLevel > eGameMasterLevel::CIVILIAN) { return; } /** * Restrict old character to 1 million coins */ if (HasPermission(ePermissionMap::Old)) { if (GetCoins() > 1000000) { SetCoins(1000000, eLootSourceType::NONE); } } auto* inventoryComponent = m_OurEntity->GetComponent(); if (inventoryComponent == nullptr) { return; } // Remove all GM items for (const auto lot : Inventory::GetAllGMItems()) { inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot)); } } ePermissionMap Character::GetPermissionMap() const { return m_PermissionMap; } bool Character::HasPermission(ePermissionMap permission) const { return (static_cast(m_PermissionMap) & static_cast(permission)) != 0; } void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point) { m_WorldRespawnCheckpoints[map] = point; } const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const { const auto& pair = m_WorldRespawnCheckpoints.find(map); if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3::ZERO; return pair->second; } void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) { if (newCoins < 0) { newCoins = 0; } m_Coins = newCoins; GameMessages::SendSetCurrency(EntityManager::Instance()->GetEntity(m_ObjectID), m_Coins, 0, 0, 0, 0, true, lootSource); } bool Character::HasBeenToWorld(LWOMAPID mapID) const { return m_WorldRespawnCheckpoints.find(mapID) != m_WorldRespawnCheckpoints.end(); } void Character::SendMuteNotice() const { if (!m_ParentUser->GetIsMuted()) return; time_t expire = m_ParentUser->GetMuteExpire(); char buffer[32] = "brought up for review.\0"; if (expire != 1) { std::tm* ptm = std::localtime(&expire); // Format: Mo, 15.06.2009 20:20:00 std::strftime(buffer, 32, "%a, %d.%m.%Y %H:%M:%S", ptm); } const auto timeStr = GeneralUtils::ASCIIToUTF16(std::string(buffer)); ChatPackets::SendSystemMessage(GetEntity()->GetSystemAddress(), u"You are muted until " + timeStr); } void Character::SetBillboardVisible(bool visible) { if (m_BillboardVisible == visible) return; m_BillboardVisible = visible; GameMessages::SendSetNamebillboardState(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID()); if (!visible) return; // The GameMessage we send for turning the nameplate off just deletes the BillboardSubcomponent from the parent component. // Because that same message does not allow for custom parameters, we need to create the BillboardSubcomponent a different way // This workaround involves sending an unrelated GameMessage that does not apply to player entites, // but forces the client to create the necessary SubComponent that controls the billboard. GameMessages::SendShowBillboardInteractIcon(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID()); // Now turn off the billboard for the owner. GameMessages::SendSetNamebillboardState(m_OurEntity->GetSystemAddress(), m_OurEntity->GetObjectID()); }